cbuffer cbLight
{
	float3 Color;
	float Intensity;
};

struct VS_INPUT
{
    float2 Position : POSITION0;
};

struct PS_INPUT
{
    float4 Position : SV_POSITION;
};

struct PS_OUTPUT
{
	float4 DiffuseColor : SV_TARGET0;
	float4 SpecularColor : SV_TARGET1;
};

PS_INPUT VS(VS_INPUT input)
{
    PS_INPUT output = (PS_INPUT)0;

    output.Position = float4(input.Position, 0, 1);

    return output;
}

PS_OUTPUT PS(PS_INPUT input)
{
	PS_OUTPUT output = (PS_OUTPUT)0;

	output.DiffuseColor.rgb = Intensity * Color;
	output.SpecularColor.r = 0;
	
	return output;
}

technique10 Render
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_4_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, PS() ) );
    }
}